Banding artifacts in smoke viewport display #48015

Closed
opened 2016-03-31 12:17:50 +02:00 by Niko Maisuradze · 12 comments

Windows 7, 980+980ti

Broken: official 2.77 and latest build (29bb10e)
Worked: 2.76b

Banding artifacts in smoke viewport display

Exact steps: add a plane, scale up a bit, add a quick smoke with dissolve checked, add light.

Checked on 2 computers

banding.JPG

Windows 7, 980+980ti Broken: official 2.77 and latest build (29bb10e) Worked: 2.76b Banding artifacts in smoke viewport display Exact steps: add a plane, scale up a bit, add a quick smoke with dissolve checked, add light. Checked on 2 computers ![banding.JPG](https://archive.blender.org/developer/F299738/banding.JPG)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @NikoMaisuradze

Added subscriber: @NikoMaisuradze
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Added subscriber: @LukasTonne

Added subscriber: @LukasTonne
Kévin Dietrich was assigned by Lukas Tönne 2016-03-31 13:11:50 +02:00

Added subscribers: @MikeErwin, @brecht

Added subscribers: @MikeErwin, @brecht

I'm not sure if this really to be considered a bug, or a bug per se.

The issue is only visible when setting GL_LINEAR as the texture's min/mag filtering parameter. Doing the interpolatin by hand in the shader seems to help, but I can't get something decent without sacrificing performance at the moment (cubic interpolation takes its toll when it comes). In my test software, where the new smoke drawing code comes from, although it is using the same texture parameters (plus mipmaping), it does not have any such banding issue. The only difference is that I am using OpenGL 3.3, but I doubt it has anything to do here.

@MikeErwin, @brecht do you guys have any ideas how to approach this, or is it some weird OpenGL filtering issue fixed in later versions?

I'm not sure if this really to be considered a bug, or a bug per se. The issue is only visible when setting GL_LINEAR as the texture's min/mag filtering parameter. Doing the interpolatin by hand in the shader seems to help, but I can't get something decent without sacrificing performance at the moment (cubic interpolation takes its toll when it comes). In my test software, where the new smoke drawing code comes from, although it is using the same texture parameters (plus mipmaping), it does not have any such banding issue. The only difference is that I am using OpenGL 3.3, but I doubt it has anything to do here. @MikeErwin, @brecht do you guys have any ideas how to approach this, or is it some weird OpenGL filtering issue fixed in later versions?
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Added subscriber: @Blendify

Added subscriber: @Blendify
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I am closing this because it is basically invalid with 2.8 development.

I am closing this because it is basically invalid with 2.8 development.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'

This code has not been rewritten in Blender 2.8 as far as I know, can't assume this will be automatically fixed.

This code has not been rewritten in Blender 2.8 as far as I know, can't assume this will be automatically fixed.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

The smoke display was rewritten in 2.8 and does not suffer from these types of artifacts anymore.

The smoke display was rewritten in 2.8 and does not suffer from these types of artifacts anymore.
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Reference: blender/blender#48015
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